Catching and battling
A full combat primer for PokeHaven EU: catching loops, wild aggro, healing mid-fight, and late gimmicks (Mega / Z / Tera / Dynamax).
Contents
The catch loop
- Send a healthy Pokémon (R) — check selection with arrow keys.
- Lower HP with weaker moves; avoid KO if you want the catch.
- Status (sleep/para) helps when available.
- Throw the best ball you can afford for the situation.
- If it breaks free, chip more HP and retry — or flee and heal.
Fight or Flight (wild aggro)
Wild Pokémon can attack you. Higher-level wilds may aggro unprovoked; failed catches can provoke. Hostile wilds may not be catchable until you reset the encounter — heal, reposition, re-engage.
Important
Do not start a gym leader at 10% HP because a wild ambush drained you. Heal at a Center first.
Type coverage checklist
- Never run six of the same type into a gym.
- Keep one “answer” for the next leader in the PC.
- Use gym pages for exact teams — Brock, Misty, then the rest of Kanto.
- Respect the level cap — grinding past it will not stick until the next gym falls.
Mega / Z / Tera / Dynamax
Mega Showdown is enabled. Dynamax needs a power spot (not anywhere). Full settings + after-Blue checklist: Mega & late-game. Learn one gimmick at a time — badges first.
Between fights
- Healing and storage
- Craft more balls before long hikes
- Bank extras in
/pc